You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
env map has both opaque and transparent geometry, but no coronas (still have to figure that one out)
texture coord generation is not the same either, but looks pretty close
Leeds world pipeline:
Normal pixel color is calculated like (prelight + ambient)*materialColor*texture
Leeds formula is (prelight*ambient*materialColor*2 + emissive)*texture
So two lights instead of one, for III it needs to be told from another plugin (e.g. LC98)
Leeds postfx have 3-4 passes:
blur pass. pixel offset and blur strength coming from timecycle in VCS, hardcoded in LCS (to what values though?)